ehm, could you take that 2nd paragraph and make it easier. I've only done opengl for a maximum of a month (with the help from YT videos mostly). I didn't quite understand the thing with FloatBuffers (I've never used them). And what exactly do I need to have stored in the Float Buffer (how?). When do I do the glMatrixMode(), loadMatrix,store matrix and loadMatrix(), while I'm rotating or when I'm done rotating?

Yes, I'm using opengl (LWJGL) and from what I understand I'm using fixed function pipeline, I haven't implemented any shaders (for now I don't really know what they are, but I can find that out myself)

Woah, that's a long article . I will read through that when I have the time

So I read through the Vectors, Rotation and Matrices, but I had a really hard time understanding matrices and the world space object space thing. So what I'm saying is that I still have no idea on how I could fix the camera problem I had before I'm feeling like I'm not even close to understanding the camera thing. And it doesn't help that I don't understand a lot of mathematical words since English isn't my native language. The only thing I didn't really get in the vector article was the perpendicular operation. Any advice on how I can understand this more or should I just give up on this 3D thing?

So, I'm right now in the making of a model creating program for my future game/s, where I'd like to rotate my camera around an object (I know I can use 3d programs out there like blender but whats the fun in that?). Not that I think it matters but I'm just going to have voxel models.

But the problem I'm facing is making the camera rotate around a certain point in my program. So here is how I'm doing stuff for now:

First off all, I press the mouse wheel button and move up,down, left or right with the mouse. This should give the camera a rotation value. When I move the mouse in the X axis (in 2D space) I call the method Camera.rotateX(rotateAmount); and the same for the Y axis. The problem lies inside the rotateX method, how do I calculate the direction of the camera (rx,ry,rz) when I want to rotate (from my perspective) the x axis by an amount of degrees. If you didn't catch what I'm trying to do, I'm trying to rotate a camera around a point like they do in solid-works or blender, except I don't change the point where I'm rotating around (It's always 0,0,0).

I'm in 11th grade (2nd year of high school?) so I haven't really learned anything about 3d vectors (actually barely about 2D vectors, though I think I can handle them pretty easy)

Btw, I've tried finding an article, forum thread that brings up my kind of rotation but I can't find one.

I've started to create a combat system in my game and I'm having problem with my sword hitbox. The way I'm swinging the sword is like this:Any ideas on how would I go about creating a hitbox for this attack?

What I have right now is kinda like that I think. I have a position (x,y) and two speeds (speedX,speedY). But the problem isn't to implement the friction, it is how to calculate the speed in x and y that the enemy is going to slow down with each frame.

So, I've just started working on my AI in my game and I just got stuck with one simple thing, making a enemy move towards me with barely any friction.

To explain it a little bit more I want the enemy move towards the player. If the player moves away from the "attack" of the moving enemy, the enemy will slowly speed down and change direction and aim for the player again.

Kinda similar to the Demon Eye in Terraria.

I do know how to make the enemy move towards me without taking the friction into account.

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